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I like the player animation and character control. I see you implemented one way platforms, very nice!

I would start the player's walk cycle a bit faster so it doesn't look like he is gliding, perhaps. I like the push/pull idea but i had some trouble enabling the waterfalls, and didn't really get the mechanic until trial and error. I guess I basically thought i was swapping the state of the water back and forth, but I didn't understand why. Now I get it though.

and above the water fall is a platform that is just barely out of my reach which is usually bad for player comprehension.

I think I might have reached the end of your content after interacting with 2 puzzles?

This was really cool! I think it could make a cool game. It would help if the players friends helped guide them a little bit to interact with the elements a bit quicker and easier, so they understand the core mechanic right away. Great job!

Thanks for the comment, I appreciate it!

I think you may have gotten stuck on the air jump I mentioned in the submission page. It's not a difficult mechanic, but I honestly didn't really explain it, which definitely explains why you got stuck.

Also I get your issues with waterfalls, it makes sense that it could be a bit incomprehensible. Though I will say that part of the idea of the game was that the player would explore a lot of the gameplay through trial and error, I just need to make it enticing enough so the players wouldn't get discouraged :D

Thanks again for playing! I will keep your feedback in mind for the future.

I think there is a risk reward for trial and error gameplay. I think you succeeded to some extent, but if the player has too many errors in a row they are bound to give up.

Ye definitely. I will need to really think about how to make it more intuitive, so the trials would succeed more than lead to errors.

if you made the elemental items you pass on your journey more memorable, I might be more inclined to return to them when I realize I have an elemental power.  The fire could be boosted up a bit maybe

Alright, thanks for the suggestion. In the current iteration I wanted to make them as small as possible so they wouldn't clutter the screen when there are a lot of them, but there definitely should be a way to make them more memorable without being too distracting/problematic. I will look into that